Re: AE Release! (2010-05)

Re: AE Release! (2010-05)

Anyways, with the new Photoshop CS5 - this is going to be awesome! By the way, has the OniSplit been updated for this release? Incase, has the bug about the "%" been fixed? I really wanna know, because it's a pain in the ass to rename all the files around constantly.

Re: AE Release! (2010-05)

OniSplit has been updated from 0.9.38 in the 2009-07 release to 0.9.50. It's difficult to track all the changes Neo makes, but the main ones are:- added 32-bit texture support- animation importing (exporting was added in 0.9.38)- level exporting in three files: geometry, furniture, and pathfinding grids

If you have questions about using these, please ask in a new thread.

The % bug was not fixed in the AE. Maybe the GUI writers can fix it and we'll include their new GUIs with a future AE.

Re: AE Release! (2010-05)

Re: AE Release! (2010-05)

If you have scripts, they are supposed to be in a mod package from now on, so that's the only way they will be preserved in the IGMD. But when the AE installs, it backs up the existing IGMD to GDF/VanillaBSL/, so at least your previous BSL mods should still be there.

Re: AE Release! (2010-05)

You can also add ignore.txt to your work in progress bsl folders, and it will be ignored.

Thanks it worked.

If you have scripts, they are supposed to be in a mod package from now on, so that's the only way they will be preserved in the IGMD.

Why? Wouldn't be better if it only replaced the scripts files that conflicted with new script mod packages? What about old scripts? I really don't find any advantage of use this way. (You may add a restore original scripts option, would be a better alternative I think)

Re: AE Release! (2010-05)

Lets say I install a mod that affects Warehouse. Then I physically delete the mod folder because I don't like it. Then when I go to install a new mod that doesn't affect the Warehouse folder, I would still have the old scripts that I don't want in there.

Iritscen:Iritscen: it's amazing this program even worksGumby: i knowIritscen: and that statement applies to my code, not just yours

Re: AE Release! (2010-05)

Gumby wrote:

Lets say I install a mod that affects Warehouse. Then I physically delete the mod folder because I don't like it. Then when I go to install a new mod that doesn't affect the Warehouse folder, I would still have the old scripts that I don't want in there.

Thanks, that way seems to make sense. I will just continue with the ignore.txt thing when I need.

Re: AE Release! (2010-05)

when I install the HQ screens the loading screens are black (the misson start/sucsess/fail images)is that just me or is it suposed to be like that?

Phydur try increasing the game resolution and use the bink32.dll that comes with the new edition.

i used the full version with vanilla oni, so i already have the correct bink32 file.i tried changing the resolution and it only works on the max resolution. also the pictures have a checker pattern to them. i know thats how it puts the image together, but is it supposed to show up like that? well i guess i'll just have to live with black screen if i want it windowed. or turn off HQscreens... oh well.thanks for the help. sorry if i've been posting this in the wrong thread...